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Wonder Project J2 : ウィキペディア英語版 | Wonder Project J2
is a Japan-exclusive Bishōjo and raising simulation game developed by Givro and published by Enix (now Square Enix) for the Nintendo 64 in 1996. It is the sequel to ''Wonder Project J: Kikai no Shōnen Pīno'', and was packaged with a game themed Controller Pak. ==Story and gameplay== ''Wonder Project J2'' is a sequel to Wonder Project J. The game's protagonist is a girl Gijin (robot), named Josette, invented by the same Doctor Geppetto who built Pino 15 years prior. Having just completed Josette, the aged Doctor Geppetto had little time left to raise her on his own, so the player assists. The previous game's antagonist, Messala, receives orders from the Siliconian King, Siliconian XIII, to "find the girl who lives on the island of Corlo who is in possession of the J," an object of great power capable of giving Gijin humanity and making highly desired dreams come true. Siliconian armies are dispatched to find the girl at Corlo Island. Geppetto tells Josette to leave the island for the island of Blueland where she will meet someone to help her. Blueland is occupied by the Siliconian Army, which is harvesting Proton, a mineral fuel source. The player communicates with Josette through her robot, Bird. The player answers her questions on-screen by selecting "yes" or "no". Josette cannot hear or see the player, but learns about the player through successive, binary questions. She recalls the answers later throughout the story. The player can command Josette through Bird, though she does not always listen. Player advancement through the game is dependent on how well their teachings mesh with other activities on the island. After teaching Josette a series of fundamental human interactions, the game's plot-driven second chapter guides Josette through a series of hardships and confrontation with the Siliconian Army.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Wonder Project J2」の詳細全文を読む
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